Redo tiles to use numpy datatypes
This gives us some nice optimizations when splatting the map to the console.
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3 changed files with 48 additions and 32 deletions
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@ -41,12 +41,12 @@ class Engine:
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if isinstance(action, MovePlayerAction):
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map_size = self.configuration.map_size
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new_player_position = Point(max(0, min(map_size.width - 1, self.player.x + action.direction[0])),
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max(0, min(map_size.height - 1, self.player.y + action.direction[1])))
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can_move_to_level_position = not self.map.tile_for_point(new_player_position).blocks_movement
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new_player_position = Point(self.player.x + action.direction[0],
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self.player.y + action.direction[1])
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can_move_to_map_position = self.map.tile_is_in_bounds(new_player_position) and self.map.tile_is_walkable(new_player_position)
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overlaps_an_object = any(new_player_position.x == obj.x and new_player_position.y == obj.y for obj in self.objects)
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if can_move_to_level_position and not overlaps_an_object:
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EVENT_LOG.debug(f'Moving player to {new_player_position}; can_move:{can_move_to_level_position} overlaps:{overlaps_an_object}')
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EVENT_LOG.debug(f'Attempting to move player to {new_player_position}; can_move:{can_move_to_map_position} overlaps:{overlaps_an_object}')
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if can_move_to_map_position and not overlaps_an_object:
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self.player.move_to(new_player_position)
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if isinstance(action, ExitAction):
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@ -2,9 +2,10 @@
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# Eryn Wells <eryn@erynwells.me>
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import logging
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import numpy as np
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import tcod
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from .geometry import Point, Rect, Size
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from .tile import Tile
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from .tile import Floor, Wall
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from typing import List
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LOG = logging.getLogger('map')
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@ -13,7 +14,7 @@ class Map:
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def __init__(self, size: Size):
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self.size = size
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self.tiles: List[List[Tile]] = [[Tile(False) for y in range(size.height)] for x in range(size.width)]
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self.tiles = np.full(self.size.as_tuple, fill_value=Floor, order="F")
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self.rng = tcod.random.Random()
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@ -24,8 +25,11 @@ class Map:
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self.update_tiles()
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def tile_for_point(self, point: Point) -> Tile:
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return self.tiles[point.x][point.y]
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def tile_is_in_bounds(self, point: Point) -> bool:
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return 0 <= point.x < self.size.width and 0 <= point.y < self.size.height
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def tile_is_walkable(self, point: Point) -> bool:
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return self.tiles[point.x, point.y]['walkable']
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def generate_partitions(self):
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bsp = tcod.bsp.BSP(x=0, y=0, width=self.size.width, height=self.size.height)
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@ -65,21 +69,23 @@ class Map:
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return rooms
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def update_tiles(self):
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for column in self.tiles:
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for tile in column:
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tile.blocks_movement = False
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tile.blocks_sight = False
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# Fill the whole map with walls
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width, height = self.size.as_tuple
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self.tiles[0:width, 0:height] = Wall
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# Dig out rooms
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for room in self.rooms:
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for y in range(room.min_y, room.max_y + 1):
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for x in range(room.min_x, room.max_x + 1):
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if y == room.min_y or y == room.max_y or x == room.min_x or x == room.max_x:
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self.tiles[x][y].blocks_movement = True
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self.tiles[x, y] = Floor
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def print_to_console(self, console: tcod.Console):
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def print_to_console(self, console: tcod.Console) -> None:
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# for part in self.partitions:
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# console.draw_frame(part.x, part.y, part.width, part.height, bg=(40, 40, 80), clear=True, decoration="···· ····")
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for room in self.rooms:
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console.draw_frame(room.origin.x, room.origin.y, room.size.width, room.size.height,
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fg=(255, 255, 255), bg=(80, 40, 40), clear=True)
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# for room in self.rooms:
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# console.draw_frame(room.origin.x, room.origin.y, room.size.width, room.size.height,
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# fg=(255, 255, 255), bg=(80, 40, 40), clear=True)
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size = self.size
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console.tiles_rgb[0:size.width, 0:size.height] = self.tiles["dark"]
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@ -1,19 +1,29 @@
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#!/usr/bin/env python3
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# Eryn Wells <eryn@erynwells.me>
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import tcod
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from typing import Optional
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import numpy as np
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from typing import Tuple
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class Tile:
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class Color:
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WALL = tcod.Color(255, 255, 255)
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GROUND = tcod.Color(33, 33, 33)
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graphic_datatype = np.dtype([
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# Character, a Unicode codepoint represented as an int32
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('ch', np.int32),
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# Foreground color, three bytes
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('fg', '3B'),
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# Background color, three bytes
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('bg', '3B'),
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])
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def __init__(self, blocks_movement: bool, blocks_sight: Optional[bool] = None):
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self.blocks_movement = blocks_movement
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tile_datatype = np.dtype([
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# Bool indicating whether this tile can be traversed
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('walkable', np.bool),
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# Bool indicating whether this tile is transparent
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('transparent', np.bool),
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# A graphic struct (as above) defining the look of this tile when it's not visible
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('dark', graphic_datatype),
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])
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# If blocks_sight isn't explicitly given, tiles that block movement also block sight.
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if blocks_sight is None:
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self.blocks_sight = blocks_movement
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else:
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self.blocks_sight = blocks_sight
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def tile(*, walkable: int, transparent: int, dark: Tuple[int, Tuple[int, int, int], Tuple[int, int ,int]]) -> np.ndarray:
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return np.array((walkable, transparent, dark), dtype=tile_datatype)
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Floor = tile(walkable=True, transparent=True, dark=(ord(' '), (255, 255, 255), (50, 50, 150)))
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Wall = tile(walkable=False, transparent=False, dark=(ord(' '), (255, 255, 255), (0, 0, 150)))
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